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Enumeration-based Triangle Counting on GPUs
arXiv cs.DC0 views
arXiv:2610.29988v1 Announce Type: new Abstract: Subgraph enumeration in partitioned graphs across distributed-memory systems is beset with challenges in balancing data movement with the local computation. Especially, counting the number of triangles induced by the closed wedges (i.e., length-3 cycles) is a measure of connectedness in a graph, but often limited by the significant search space caused by open wedges or length-2 paths (usually greater than the number of edges in a graph), which must be inspected to assess whether a particular wedge is closed. To mitigate triangle counting on massive graphs, distributed-memory partitioned-graph approaches are viable (i.e., assessing closed wedges independently within a partition), but load imbalance due to arbitrary communication can overshadow any gains from enhanced concurrency, owing to the inherent lack of structure in regular graphs. In this paper, we discuss a distributed-memory exact graph triangle counting implementation, and assess its performance over billion-edge real-world graphs on contemporary scale-out and scale-up based NVIDIA GPU platforms (considering NVIDIA ``Ampere'' and ``Hopper'' architectures), depicting a scalability spectrum of multiple orders of magnitude. Comparisons with existing state-of-the-art approaches demonstrates up to 10$\times$ improvements relative to distributed-memory CPU baseline, 2-100$\times$ over single-GPU vendor-optimized NVIDIA RAPIDS cuGraph and 10-60\% over multi-GPU $G^2$Miner, in terms of end-to-end execution times.
Source:https://arxiv.org/abs/2610.29988PreviousUlaCache: Unified Logical Addressing for Sparse LLM ServingNextA Real-time tax compliance architecture for VAT split payments with Making Tax Smart and Open Banking
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